Hobgoblin Hordes

 

Hobgoblin Overview

            The hobgoblins are a green-skin species that is the exception for many of the usual rules for the green-skin races. Physically they are very comparable to humans for their range of heights, weights and builds. They have larger heads with long pointed noses, large bat-like ears, dagger sharp teeth and feral eyes. Their skin ranges from moss to emerald green depending on tribe and region. Thus, despite the fact that they can be compared to humans in many ways they are very clearly a goblin species.

            The history of the Hobgoblins up to fairly recent events is clouded in mystery, like the history of all the green-skin races. It is possible that they were simply goblins who slowly adapted themselves to become more and more human, however given how they interact with other green-skin races in the rare cases that they are all united, it seems just as likely that they were supposed to fall into the cultural niche of merchants, diplomats and politicians for a green-skin society.

            Like other goblin species, the Hobgoblins are crafty, sneaky, treacherous and often cowardly. In fact, compared to Goblins the Hobgoblins seem to bring this way of life to a whole new level. Within their tribes they seem to form rather twisted societies where back-stabbing, assassination and use of poison in duels is considered perfectly legitimate and celebrated ways of advancing in the society. Honor, traditional morals and the spirit of cooperation seem to be entirely foreign concepts to the Hobgoblins.

            However, unlike nearly all other green-skinned species, the Hobgoblins seem quite willing to work with other races. In fact, they are not above favoring an alliance with other races against their own race. Their openness to non-green-skins seems to reflect in their very name. “Hobgoblins” was not the name that they gave themselves. Originally they seemed to be called the children of Mork, big Goblin, sneaky boys or numerous other labels. The prefix ‘Hob’ came from Albion and originally meant that they were the friendly, helpful, ‘good’ Goblins. Perhaps this was meant only to apply to a single tribe of the race or even merely a single individual, but the race seemed to adopt the name ‘Hobgoblin’ fairly universally. Because of their adoption of this name the prefix ended up being associated with the race itself and carrying the context of large and corrupt, for instance when it is applied to the Hobgoblin’s hunting companions the Hobhounds.

 

Hobgoblins and the Darklands

            At some point in the past the Hobgoblins seemed to make a universal split with the Orcs. The Orcs took the western Old World and the Hobgoblins almost entirely migrated to the east to new territory. It isn’t entirely clear what originally caused this split, but it is perhaps because without enlightened leadership they could neither appreciate each other’s strength and usefulness. It seems that the Orcs won the battle and drove the Hobgoblins almost entirely out of their lands and tribes. This split was fairly clean and it seems to have slowly led the Hobgoblins to adopt different gods and philosophies from the rest of their green-skinned cousins. The smaller members of the races seemed to remain obedient to both, but as the Orcs retained the original territory almost all of them ended up serving the Orcish hordes.

            The only place where the Orcs and Hobgoblins interacted in any great numbers was within the most northern part of the Darklands. However, when the Chaos Dwarves conquered these lands, they enslaved all the green-skin species living there and this was the beginning of the end of this coexistence.

            The Chaos Dwarves bred a new powerful Orc breed known as the Black Orcs who soon grew out of their control and revolted. Faced with the choice of serving the cruel Chaos Dwarves or the brutal Black Orcs, the Hobgoblins choose the former deciding that the Chaos Dwarves appreciated their ways more than the Black Orcs. This treachery was enough to turn the tides and prevent the Chaos Dwarves from being wiped out; however it also put these Hobgoblins and the Chaos Dwarves into a symbiotic relationship that neither cares much for. The Chaos Dwarves need slaves to keep their society going and only the Hobgoblins seem to be willing and able to keep the slaves under control, at the same time without the Chaos Dwarves the Hobgoblins would be immediately wiped out.

            Though they have rightfully earned the scorn of the Black Orcs, there are a few individual pockets of Hobgoblins still living amongst the Orc and Goblin tribes of the Dark Lands and the Old World. They are almost never seen upon a battlefield, however there are numerous reports of battle parties fighting their way deep into caves and finding Hobgoblin blacksmiths, ambassadors or advisors within green-skin dens. These individuals are often skilled duelists.

 

Hobgoblins and the Mournguld

            Past the Darklands and past the Mountains of Mourn is a depressing, almost barren, disturbing and dangerous place known as the Mournguld. It is so cold and receives so little sunlight that the ground in this area is covered with permafrost most of the year, only moss and vegetation hidden under the snow is available for vegetation. One could not grow anything here and though many areas are lightly forested with coniferous trees, there isn’t enough lumber to try to build a village. This area is home to many herds of elk, caribou and other large herbivores that are in constant migration. These herds attract some of the largest, most dangerous and most desperate predators in the world. Giant wolves, giant hyenas, giant tigers and giant bears are all found in this area, listed from most common to least. They all live by following around these herds and picking off the weak and slow. Carrion animals, such as ravens, follow these predators and pick off what little the others leave behind

            This is a place where no human would want to live. The lack of sunlight would drive one insane, the food sources would leave one nutritionally devoid, the constant necessary migration would force one into a life of constant discomfort and the predators would be a constant and very real threat. However, while this area is ill-suited to human life, the Hobgoblins found this place quite pleasant and perfect for their habitation. While their cousins in the Old World were devastated by constant wars with the humans and dwarves, the Hobgoblins began to populate this area with exploding numbers. Over the centuries their numbers grew so large that they rivaled the numbers of green-skins in the west.

            They made their clothing and tools out of the skin and bones of the animals, they happily became wandering bands following the herds around and tamed the various predators to do their work for them and carry their loads. Nearly every Hobgoblin who has reached maturity has at least one animal that is their constant companion. Even those who choose the path of the scouts and assassins usually have a wolf, raven or cat not too far off. The Mournguld hyenas have been dominated so entirely that they are known only as “Hobhounds” for the role they play as hunting hounds for the Hobgoblin tribes.

            Small packs or even individual Hobgoblins of these tribes sometimes wander back across the Mountains of Mourn and Dark Lands in search of mercenary work. These individuals seem to know the only safe way of getting across the Mountains of Mourn without being slaughtered by the Ogres. And those fool-hardy enough to try to make this journey without a Hobgoblin guide often find themselves ambushed and slaughtered by Hobgoblins even if they do somehow survive trekking across the Dark Lands and Ogre Kingdoms. Because of this, Hobgoblin guides are in high demand, but even having one when you traverse these roads is not a guarantee of safety from his brethren. Hobgoblins very, very rarely hesitate to cut down one of their own who stands between them and what they want.

            Although the Hobgoblin tribes of the Mournguld are often quite individualistic and selfish in their pursuits, they all seem to fall to the beck and call of a single leader known only as Hobgobala Khan. It is unknown if there really is a Hobgobala Khan or if he is merely a mythical figure or perhaps there have been a long line of people who have held this role, however the only time the Hobgoblins do seem to mount up a large, impressive force and cooperate unquestioningly is when his name is invoked. However, nearly all of Hobgobala Khan’s campaigns are against a single force.

 

Hobgoblins and Cathay

            Although the Hobgoblins of the Mournguld could possibly travel back to the west to face the Ogres, the Chaos Dwarves and the Orcish hordes, they have an uneasy peace with these people. Occasionally small battles do erupt, but they never reach the level of large scale campaigns. The lands to the west of their home just have nothing to offer them that would be worth battling over. The Mountains of Mourn and the Dark Lands are just as desolate as their home and what little they would gain would not be worth the fight. Unlike their Orcish cousins, they are too cowardly and selfish to fight simply for the sake of fighting.

            The Hobgoblins of the Mournguld do not particularly care that the Hobgoblins of the Dark Lands live as slaves to the Chaos Dwarves, partially because they don’t much care about others of their race and partially because the Hobgoblins of the Dark Lands choose that life. One tribe or another is likely to quickly adopt any Hobgoblin who wants out, but beyond this they are more likely to lend the Chaos Dwarves support than to bother them for fear of the Orcish hordes being let loose upon them.

            However, to the east of their lands is the human kingdom of Cathay. Cathay is the richest, most lush and beautiful and most powerful human kingdom in the world. They are unmatched in all respects. However, their great power is spread over a wide area and this is what the Hobgoblins rely on. Campaigns against Cathay can be costly, but the Hobgoblins usually end up lining their pockets and loading their wolves up with riches, food, weapons, armor, slaves and everything else they desire before they are driven out. So though they gain no real ground, the Hobgoblin hordes happily grow in power and celebrate after every loss while they recuperate and then launch an entirely new campaign into Cathay.

            In order to combat this constant menace, the Cathayans have built a wall thousands of miles long and dozens of feet high. They patrol the wall for danger at all times, waiting for the seemingly endless hordes of Hobgobala Khan to attack, which they inevitably do. Though this wall would seem impenetrable at first, history thus far has demonstrated that perhaps the effort in building the wall was ill spent, it has done far too little to repel the attacks.

            The mercenary spirit of the Hobgoblins in these lands as alive and well as it is anywhere else. After many defeats, numerous Hobgoblins have been caught behind Cathayan lines, have wandered deep into Cathayan territory or have lived in lands that were annexed by Cathay. Some Cathayan lords are even corrupt enough to hire Hobgoblins to do dirty work for them. Because of this, many Hobgoblins have ended up as servants of Cathay and are occasionally called to arms against their own brethren. Some Hobgoblin commanders who have followed a less successful campaign into Cathay have even switched sides in the middle of a battle, the most infamous and regrettable of these cases in the Old World being Oglah Khan. Once a Hobgoblin becomes a servant of Cathay they either have a short brutal life or they live a life far more rich and easy than those who live in the Mournguld. If the constant trend continues it is not clear whether the Hobgoblins will somehow take Cathay or if they’ll all be taken in as its servants, but it seems that one side must give eventually.

 

More Notes

            Though Hobgoblins lack the fool-hardy bravery and raging battle spirit of their western cousins, they have many advantages. Foremost, they are often decent metal workers, though no match for humans in this category. However, they are skilled enough to repair human weapons and armor scavenged from the battlefield. Since Hobgoblin bodies and human bodies are so close in size, the richer Hobgoblins often have armor that other green-skins lack.

            Second, regardless of where they live, the Hobgoblins are often far more skilled with bows than their cousins. They like the ability to attack from a distance and many Hobgoblins are also hunters. Because of this the most skilled archers of the Hobgoblin tribes are perfectly matched with their human counterparts.

            Furthermore, Hobgoblins are masters of stealth, intrigue and use of poisons. Nearly all tribes have some pocket of roguish warriors that utilize ambush tactics and poison against their enemies. The greatest of the rogues even go on to become great heroes in their own right. The way they come by this knowledge varies from region to region. Those in the Mournguld have often learned from Cathayans or the Skaven. Those in the Old World often learn these tactics simply to stay alive and remain hidden. However, the most infamous of these roguish warriors is a tribe in the Dark Lands known as the “Sneaky Gits”. This tribe may not have been the first to develop these tactics, but they seem to have mastered them individually of any formalized training.

            However, perhaps the most notable difference between Hobgoblin and the Orcs and Goblins is their magic. While the Orcs and Goblins worship Gork and Mork, calling down the power of these Orcish gods to crush their enemies, the Hobgoblins use a different sort of magic. Hobgoblin magic usually revolves around trickery and cunning or mastery of beasts. However, recently the Hobgoblins have learned to use magic to bind and control the Wind Daemons commonly found in the Mournguld. Sometimes they bind these Daemons to magical items, sometimes they keep them on hand and use them in battle. However, the practice of mastering these wind spirits is becoming more and more popular amongst the Mournguld tribes.

 

Fielding Hobgoblin Mercenaries:

Although the goal of the Hobgoblin Mercenary list is to create a list capable of fielding a complete stand-alone Hobgoblin force or as an allied contingent, the Hobgoblins are a mercantile force and are at their best when they are fielded alongside another army. Here is a list of their allies:

 

Friendly Allies: Cathay, Chaos Dwarves, Ogre Kingdoms, Orcs & Goblins

Unfriendly Allies: Wood Elves

 

Special Rules: You may not use Hobgoblin Lords as allied contingents if you are using Black Orcs in the army.
Army List

Lord
Warlord (Great Khan) (90 pts)

The Hobgoblin Warlord or Great Khan is a master warrior of the Hobgoblin force. Although their leaders are not the strongest or toughest, they hone their weapon finesse and skill to well beyond what many Orcs or Goblins aspire to.

                   M       WS     BS      S        T        W       I         A        Ld

Warlord         4        6        5        4        4        3        5        4        8

Equipment: Hand Weapon & Light Armor

Options:

  • May choose either a great weapon (+6 pts), an additional hand weapon (+6 pts) or a spear (+3 pts).
  • May be given a bow (+3pt/each) or a compound bow (+9pts/model)
  • May be given heavy armour (+6pts). May also carry a shield (+3pts).
  • May be mounted on a Giant Wolf (+20pts) or a Battle Tiger (+40pts). May also be mounted on a Storm Raven (+200).
  • May choose magic items from the Common or Hobgoblin magic item lists, with a maximum value of 100pts.


Sorcerer (Trickster/Shadow Master/Beast Caller) (170 pts)

The greatest Hobgoblin spell-casters are known by different names depending on their chosen Lore. They can all be classified as ‘Sorcerers’ however. The Sorcerers draw upon the latent energy on the battlefield and hone it to cast powerful curses and charms.

                   M       WS     BS      S        T        W       I         A        Ld

Sorcerer        4        3        3        3        4        3        3        1        7

Equipment: Hand Weapon

Special Rules: Level 3 Wizard

Options:

  • May be mounted on a Giant Wolf (+20pts) or a Battle Tiger (+40pts). May also be mounted on a Storm Raven (+200).

Magic: May choose spells from the Beasts, Shadow, or Trickery Domains. Counts as a Level 3 Wizard. Sorcerer may be upgraded to a Level 4 Wizard for +35pts.

  • May choose magic items from the Common or Hobgoblin magic item lists, with a maximum value of 100pts.

 

Heroes
Big Boss (Khan) (50 pts)

Hobgoblin Big Bosses or Khans are some of the most skilled warriors. A lot of them go on to become notable heroes and villains. The Big Bosses come from regular units and have simply honed their skills to the next level. They often do stick with others who practice similar skills.

                   M       WS     BS      S        T        W       I         A        Ld

Big Boss        4        5        4        4        4        2        4        3        7

Equipment: Hand Weapon & Light Armor

Options:

  • May be given a great sword (+4 pts). If on foot may instead choose an additional hand weapon (+4 pts). If mounted may instead choose a spear (+2 pts)
  • May be given a bow (+2pt/each) or a compound bow (+6pts/model)
  • May be given heavy armour (+4pts). May also carry a shield (+2pts).
  • May be mounted on a Giant Wolf (+12pts) or a Battle Tiger (+25pts).
  • May choose magic items from the Common or Hobgoblin magic item lists, with a maximum value of 50pts.


Shaman (60 pts)

Hobgoblin Shamans are not entirely uncommon. Their focus on the mind leads many to discover unlocked talent within themselves. Shamans are often spell casters with very little experience and know most of their magic through instinct. Some, however, study and go on to become Sorcerers.

                   M       WS     BS      S        T        W       I         A        Ld

Shaman         4        3        3        3        3        2        3        1        6

Equipment: Hand Weapon

Options:

  • May be mounted on a Giant Wolf (+12pts)
  • May choose magic items from the Common or Hobgoblin magic item lists, with a maximum value of 50pts.

Special Rules: Level 1 Wizard

Magic: May choose spells from the Beasts, Shadow or Trickery Domains. Shaman counts as a Level 1 Wizard. Shaman may be upgraded to a Level 2 Wizard for +35pts.

 

Thief Prince (Assassin) (130 pts)

The Hobgoblin master thieves are some of the best thieves and assassins in the world. They are the pinnacles of sneakiness and cunning rogues who have gone on to perfect their arts of stealth and dark warfare. A Thief Prince shows their true strength off the battlefield and when they do their job correctly the enemy often finds it has lost before the battle even begins.

                   M       WS     BS      S        T        W       I         A        Ld

Thief Prince    5        6        5        4        4        2        7        3        7

Equipment: Hand Weapon, Throwing Daggers

Special Rules: Poisoned Weapons; Sneaky Tricks

Options:

  • May be given an additional hand weapon (+4 pts).
  • May have light armour (+3pts).
  • May choose magic items from the Common or Hobgoblin magic item lists, with a maximum value of 50pts.

 

Core
Warriors

These are the standard warriors of Hobgoblin hordes of any variety. Warriors are often the lowest ranked of all the units and they take the least amount of skill or practice. Many are young and only started out while others are those who have survived long enough to become old and gray.

Points/model: 4                                           Unit Size: 15+

                   M       WS     BS      S        T        W       I         A        Ld

Warrior          4        3        3        3        3        1        3        1        6

Boss              4        3        3        3        3        1        3        2        6

Equipment: Hand Weapon, Light Armour

Options:

  • The unit may be equipped with an additional hand weapon (+1 pt/each) or spears (+1pt/each)
  • May be given shields (+1 pt/each)
  • Up to one warrior may be upgraded to a Musician (+5pts)
  • Up to one warrior may be upgraded to a Standard Bearer (+10pts)
  • Up to one warrior may be upgraded to a Boss (+10pts)


Archers

Hobgoblin archers are renowned for their skill amongst the green skin race and often beyond. Hobgoblins almost never farm and so a good portion of their diet comes from hunting. The large, elusive game of the winter plains demands that huntsmen be both fast and accurate, without these skills the tribes would most certainly starve. Those that take to the battlefield armed with their bows are often the most skilled and respected hunters of the tribe.

Points/model: 5                                           Unit Size: 10+

                   M       WS     BS      S        T        W       I         A        Ld

Archer           4        3        3        3        3        1        3        1        6

Master Archer 4        3        4        3        3        1        3        1        6

Equipment: Light Armour, Bow & Hand Weapon

Options:

  • Up to one archer may be upgraded to a Musician (+5pts)
  • Up to one archer may be upgraded to a Standard Bearer (+10pts)
  • Up to one archer may be upgraded to a Elite Hunter (+5pts)
  • Up to one unit in the army may have the ability to Skirmish (+1pt/model)
  • Up to one unit may be equipped with Poisoned Arrows (+2pts/model)


Wolf Riders

The Hobgoblins seem to have a natural affinity for dealing with carnivorous animals and every Hobgoblin horde has some giant wolves to ride into battle. The Hobgoblin cavalry is feared throughout all the lands that they inhabit and the Hobgoblin Khanite armies are made almost entirely of Hobgoblin riders.

Points/model: 13                                         Unit Size: 5+

                   M       WS     BS      S        T        W       I         A        Ld

Wolf rider       4        3        3        3        3        1        3        1        6

Boss             4        3        3        3        3        1        3        2        6                 

Giant Wolf      9        3        0        3        3        1        3        1        3

Equipment: Hand weapons & Light Armour

Special Rules: Fast Cavalry

Options:

  • The unit may be equipped with spears (+1pt/each), bows (+1pt/each) or compound bows (+3pts/model)
  • May be given shields (+1 pt/each) if they are equipped with shields they lose the Fast Calvary trait
  • Up to one Wolf rider may be upgraded to a Musician (+8pts)
  • Up to one Wolf rider may be upgraded to a Standard Bearer (+14pts)
  • Up to one Wolf rider may be upgraded to a Boss (+14pts)

 

Hobhounds

Hobhounds are normally believed to be dogs that were tainted by chaos in the first incursion. They are as large as horses with wide, squat bodies, disproportional large shoulders, shorter back legs and a large, deadly bite. In reality their ancestors are actually hyenas who migrated to the north and grew larger and shaggier to adapt to the weather. The Mourngul Hobgoblins came across these beasts began to domesticate them to be used as attack animals. Beast Masters keep the Hobhounds in line during the battle, but often after a bloody, messy battle the Hobhounds are released to the battlefield to devour the corpses of the fallen.

* Hobhounds do not count towards the minimum requisite core units.

Points/model: 8                                                       Unit Size: 5+

                   M       WS     BS      S        T        W       I         A        Ld

Beast Master  4        3        3        3        3        1        3        1        6

Hobhound      8        3        0        4        3        1        2        1        4

Giant Wolf      9        3        0        3        3        1        3        1        3

Equipment: Bite.

Special Rules: Fast Calvary, Relentless Chase, Beast Master

Options:

  • May swap out one Hobhound for a Beast Master for +13pts. The Beast Master is equipped with light armor, a shield and a hand weapon and is riding a Giant Wolf.

 

Special

Sneaky Gits

Hobgoblin regularly field units who are quick and stealthy and make use of poison. The most famous of these Rogues are the Sneaky Gits who live in the Dark Lands, however all Hobgoblin forces are known to utilize troops with similar tactics.

Points/model: 7                                                       Unit Size: 5+

                   M       WS     BS      S        T        W       I         A        Ld

Rogue           4        3        3        3        3        1        3        1        6

Guild Master   4        3        3        3        3        1        3        2        6

Equipment: 2 Hand Weapons

Special Rules: Skirmish; Poisoned Weapons; Scout

Options:

  • May be given poisoned throwing daggers for +2pt/model
  • Up to one warrior may be upgraded to a Guild Master (+10pts)

 

Rage Riders

Hobgoblin Wolf Riders who have fought in many battles often become quite experienced at running down enemies. Those riders are said to go into a state of fury and zeal that gives them an unholy strength allowing them to rip through ranks of enemies that would cause a normal wolf rider to pause.

Points/model: 18                                        Unit Size: 5+

                   M       WS     BS      S        T        W       I         A        Ld

Rage Rider     4        4        3        3        3        1        3        1        7

Boss             4        4        3        3        3        1        3        2        7                 

Giant Wolf      9        3        0        3        3        1        3        1        3

Equipment: Hand weapons, Spears, Heavy Armor Armour and Shields

Options:

  • The mob can buy the Frenzy special ability for +2pt/model
  • Up to one Wolf rider may be upgraded to a Musician (+6pts)
  • Up to one Wolf rider may be upgraded to a Standard Bearer (+12pts)
  • Up to one Wolf rider may be upgraded to a Boss (+12pts)

 

Bolt Thrower

Bolt throwers are a commonly found amongst Hobgoblin armies. They are often crudely constructed and often don’t last too many battles, however as Hobgoblins are quite proficient at hitting targets with them and they usually turn out to be more than worth the effort it takes to construct new ones.

Points/model: 35                                                                 Unit Size: 1

* 2 Bolt Throwers count as 1 Special Choice

Crew: 3

                   M       WS     BS      S        T        W       I         A        Ld

Bolt Thrower  -        -        -        -        7        3        -        -        -

Crew             4        3        3        3        3        1        3        1        6

Equipment: Crew are armed with light armor and hand weapons

 

Rare

Battle Riders

In the snowy plains and forest between the Dark Lands and Cathay live tigers who have adapted to the frigid conditions by becoming quite large and powerful. They take on the massive but scarce prey that inhabits these areas. Some of the most skilled animal handlers amongst the Hobgoblins manage to rein and tame these beasts, others who have become extremely wealthy and successful may well purchase a giant tiger from a beast master. The Battle Riders are a very rare and elite group and even a Warlord or Sorcerer is lucky to have a few on hand.

Points/model: 38                                         Unit Size: 5+

                   M       WS     BS      S        T        W       I         A        Ld

Battle Rider    4        4        3        3        4        2        3        1        7

Boss             4        4        3        3        4        2        3        2        7                 

Battle Tiger    8        4        0        4        -        -        4        3        4

Equipment: Hand Weapon, Spears, Heavy Armour and Shield

Special Rules: Cause Fear

Options:

  • The unit may buy bows (+1pt/each) or compound bows (+3pt/each)
  • Up to one Battle Rider may be upgraded to a Musician (+8pts)
  • Up to one Battle Rider may be upgraded to a Standard Bearer (+16pts)
  • Up to one Battle Rider may be upgraded to a Boss (+16pts)
  • The unit may take a Magical Standard worth up to 50 Points


Wind Daemon

Wind Daemon live on the frigid northern plains where the Hobgoblins live. They are raging spirits who are masters of wind and storm. Many Hobgoblin shamans and Sorcerers learn spells to capture these daemons and then sell them to be used on the battlefield.

Points/model: 35                                                                 Unite Size: 3-20

                   M       WS     BS      S        T        W       I         A        Ld

Wind Daemon 1        4        0        4        3        2        5        2        8

Special Rules:  Daemonic; Flying Unit; Tornado Attack

 

Dogs of War
A stand-alone Hobgoblin army may hire Dogs of War. You may choose Ghazak Khan as your Lord, if you choose him he must be the leader of your army. You may take Oglah Khan’s Wolfboys as a Special Unit. While with a Hobgoblin army they are considered to have I3 rather than I2. Beyond this their choices of DoW units are identical to those of Orc & Goblin armies.

 

Mounts

Giant Wolf

The Giant Wolves are the most common of the Hobgoblin mounts. They are much like the wolves that are raised and bred by their smaller brethren, only these ones are large enough to carry a man-sized rider.

Special Rules: Fast Calvary

 

Battle Tigers

Battle Tigers are large tigers that naturally lived within the icy plains and forests that most Hobgoblins call home. They are not bred or raised by the Hobgoblins, instead those that do ride them have either managed to perform the impressive feat of earning the Tiger’s trust or have bought one that had been enthralled by such a goblin.

Special Rules: Cause Fear

*Note: Because many Hobgoblin tribes breed colossal wolves instead of capturing tigers you may use wolves even larger than the normal giant wolves in the place of Battle Tigers. They will have identical stats.

 

Storm Raven

The northern plains are home to furious Storm Ravens who sail across the sky, and create storms simply by flapping their wings. These giants birds are known to swoop down from the sky and grab whole horses in their talons or land and devour people with every peck. People who live near where they have been sighted are known to constantly cast an eye towards the sky, ever vigilant for the appearance of one of these creatures. Only a truly impressive Hobgoblin would ever be allowed to ride one of these majestic beasts, those that do have usually braved the dangers to steal an egg and have raised the beast from when it was a small chick.

Special Rules:  Flying, Large Target, Terror

 

                   M       WS     BS      S        T        W       I         A        Ld

Giant Wolf      9        3        0        3        3        1        3        1        3

Battle Tiger    8        4        0        4        4        2        4        3        4

Storm Raven  3        6        0        5        5        4        6        4        7

 

Special Weapons
Compound Bow: The compound bow is a regular size bow that uses a pulley system to give the shots more strength. It works exactly like a normal bow except that instead of dealing S3 hits it deals S4 hits.

 

General Abilities

All Hobgoblins are subject to the following abilities

Cowardness: Hobgoblins are very deceitful and mistrusting. Like Orcs & Goblins the Hobgoblins must roll each turn to find out if they fight effectively.  Roll a D6 for every unit not currently broken or engaged in combat and consult this charge for the result.

1                    The Hobgoblin unit is too busy arguing. They do nothing this turn.

2-5            The Hobgoblin unit performs as normal

6        The Hobgoblins spring a crafty plan! All attacks from this unit during
          this turn get a +1 on their rolls to hit.

WAAAGH: Hobgoblin Lords and Heroes do not call Waaghs! like their Orc & Goblins cousins. However, if they are in an army led by an Orc or Black Orc then they will WAAAGH! like the rest of the army. However, since they are reluctant to participate in such reckless tactics they only gain a +1 to their animosity tests.

Size Matters: When used in an Orc & Goblin list the Hobgoblins do not panic tests caused by Goblins, Gnobblars, Kobolds, Snotlings, or Squigs. However, they also do not cause Orcs or Black Orcs to take panic tests when they flee. In an army that contains Black Orcs, the Hobgoblins do not cause Goblins to take panic tests when they flee.

Lure: During the beginning of any combat phase a Hobgoblin unit may choose to lure the enemy. The combat is fought as normal, however at the end of the combat regardless of whether or not they won combat the Hobgoblin unit will break and flee. During this flee action the Hobgoblin unit rolls 1 more D6 than normal for flee distance and drops the lowest die for the result. The enemy unit must pass a Ld test or pursue the fleeing unit. If the enemy unit had lost combat this Ld test is taken at the same penalty they lost combat by.
Real Cunnin'!: Any Hobgoblin unit that rallies at the beginning of their turn may move as normal, but is then also free to move during the remaining moves part of the movement phase. The unit is also free to shoot as normal (but it always counts as having moved).

 

Special Ability Descriptions

Sneaky Tricks:

  • Steal: If the unit that the Thief Prince is in ever wipes out or overruns a unit containing a character, then the Thief Prince may take one of that character's magical items and attach it to himself. The Thief Prince may only carry one stolen magic item at a time, if he kills another character he may choose to discard the first stolen item in exchange for a new one.
  • Infiltrate: The Thief Prince and one unit of Sneaky Gits he is attached to may deploy as Scouts, but have the ability to deploy within 12" of the enemy.

Relentless Chase: Hobhounds are used to track down enemies within the snowy forests and icy plains of the Hobgoblin's home. They suffer no movement penalties for moving through woods. They suffer penalties for other terrain as normal. Hobhounds cannot be joined by characters other than their Beast Masters and do not cause Panic tests in friendly units except other Hobhounds, although they benefit from the General's Leadership and Battle Standard as normal.

Beast Master: Hobhounds are often led by Beast Masters, warriors mounted on Giant Wolves who guide them towards the foe. The Beast Master is bought as an upgrade in the same way as a unit Champion and is treated as a Champion in all respects, ie, he cannot be singled out as a target for missile weapons, may issue and accept challenges, etc. Note that as long as any Hobhounds remain alive, the Beast Master will be restricted to their movement of 8, even though his wolf would normally be able to move faster. He still benefits from the Hobhounds’ Relentless Chase rule.

Distraction: Although skirmishers do not normally negate a unit’s rank bonus when flanking, Sneaky Gits are particularly skilled at causing confusion within a unit and do negate the rank bonus. However, Sneaky Gits still do not get a rank bonus during combat resolution.

Daemonic: The Wind Elemental has the following traits

  • 5+ Ward Save
  • Immune to Psychology
  • Cause Fear
  • Attacks count as Magical Attacks and can hurt ethereal creatures
  • Must take instability test if they lose combat

Tornado Attack:  During any turn the Wind Daemons don’t charge a unit, they may fly through a unit and deal a S3 attack to that unit for each Wind Daemon passing over the unit. These attacks are considered to be ranged attacks.

 

Magic Items

Common

Sword of Striking                +1 to Hit                                                15

Sword of Battle                  +1A                                                      15

Sword of Might                  +1S                                                      10

Biting Blade                       -1Save                                                             5

Enchanted Shield                5+ Armor                                               15

Talisman of Protection         6+ Ward                                                15

Dispel Scroll                       Auto Dispel (1 use only)                            25

Power Stone                      +2 Spell Dice (1 use only)                         25

Staff of Sorcery                 +1 to Dispel                                            30

War Banner                       +1 Resolution                                          25

 

Weapons

Soulseeker Blade     (75 Points)

The weapon wielded by one of the most prolific Hobgoblin assassins. He was known for being able to kill even the most powerful enemies with only a single strike. The blade seems drawn straight into the heart of its target.

For every unsaved wound that an enemy takes from the Soulseeker Blade they must make a toughness check on 2d6. If the target fails the toughness check, it is killed out-right. This weapon only works once per a round regardless of the number of wounds dealt.

 

Azure Blade (50 Points)

A blade rumored to have been crafted by the greatest sword forger in all of Cathay from the finest Elven mithril as a reward for a grand general. The sword was stolen by Kakett the Underhanded before it even reached the intended owner’s hands.

Strikes dealt by this weapon have their strength increased by 1. In addition a model wielding this blade always Strikes First. If the enemy also has the ability to Strike First, combat is determined by initiative order. If both models have the same initiative, roll off to determine who strikes first.

 

Zanzill’s 3-Section Staff (50 Points)

This was once the legendary spear of Zanzill, body guard of a previous Hobgobala Khan. It was shattered in a battle while slaying a fearsome Ogre Tyrant. Zanzill pieces his spear back together using the hide of the Tyrant and created a new, previously unseen weapon.

The 3-Section Staff of Zanzill requires two hands to use. It grants an addition D3+1 additional attacks. Roll for the additional attacks at the beginning of each combat phase.

                            

Juggernaut Axe (50 Points)

This was the axe wielded by Azkgrim the Betrayer when he personally struck down one of the Black Orc commanders during the rebellion against the Chaos Dwarves. The axe is said to be unstoppable by even the greatest of defenses.

The Juggernaut Axe negates normal armour saves.

 

Lightning Spear (40 Points)

This spear holds the spirit of a fallen Storm Raven bound by Junzak the Mad. Whenever it strikes something the spirit releases its rage in the form of a lightning bolt that tears through whatever stands before it.

On the round that the wielder of the Lightning Spear charges, for each successful wound made with this weapon the spear strikes the model behind the hit model with an attack at -1S. If this attack wounds, then the model behind the second wounded model is struck with an attack at an additional -1S. This will continue until you fail to wound a model. (In short, each hit functions as a hit from a Bolt Thrower starting at the S equal to the model’s S if on foot or S+1 if mounted)

 

Bow of Storms (50 Points)

This bow is blessed uncanny powers. Every time an arrow it shot from this bow transforms into a lightning bolt and streaks across the enemy lines.

The Bow of Storms counts as a Short Bow that fires at S5 and gives the model wielding it the ability of Multiple Shot 3x.

 

Doom Blade (35 Points)

This blade has been covered in so many toxins over its years of use that a new sinister brew of doom has been created across its entire surface. Once cut by this blade it is only a matter of time before one collapses.

This weapon deals d3 wounds of damage for every unsaved wound.

 

Serpent’s Fang (30 Points)

This dagger was once one of a pair wielded by Vezdrak the Serpent, known as one of the most cunning and quick rogues to ever live. It was said that he could take down any opponent, no matter how tough. Unfortunately this didn’t help him when he was tackled and eaten by one-hundred and seventeen Gnobblars.

Attacks by the Serpent’s Fang is considered to be made at the struck model’s T+1, but never higher than 6. The attack strength also applies to armour penalty.

 

Skullkeeper Spear (25 Points)

This spear was wielded by a hobgoblin that enjoyed collecting the skulls of his victims. He mastered the art of driving the spear directly through the heads of his enemies upon the battlefield. Eventually his wolf was laden down with so many skulls that couldn’t move nearly fast enough to keep the rider from being cut down by a volley of arrows.

A model wielding the Skullkeeper Spear gains the Killing Blow special ability.

 

Hypnotic Blade (25 Points)

The surface of this blade is covered with brightly glowing runes put there by a powerful trickster. When it is waved before an opponent it creates a distracting pattern that makes it difficult to attack.

The model with this weapon gains the Strike First ability.

 

Comet Bow (20 Points)

Juggos the Owleye was a great archer who was dismayed by the lack of skill from his fellow archers. He designed a bow that would light up the night sky and show the correct path for the other archers to fire.

Roll the attack from the Comet Bow before rolling the attacks of the rest of the unit. The arrow from the Comet Bow is considered to be a flaming attack. In addition, if it hits the rest of the ranged attacks from the unit are shot with a +1BS. However, if the unit that was shot by this bow fires at the unit containing this character next turn they also receive a +1 to their BS.

                            

Magic Armour